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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: 22,904 Replies: 248
Viewing posts 149 to 168 of 182 · Next page · Previous page · First page · Last page
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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.

(5 edits) (+1)

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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Possibly letting the simulation run in the background on mobile.

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Simple dark mode that just toggles a final `1-x` line in an existing shader for minimal impact.

Network input for if any joint within a group is touching the ground, rather than simply how many are. I imagine it's useful to know which foot is touching the ground rather than only how many are. For backwards compatibility all unspecified joints are in the same group.

Activation functions for the networks. I tried to find if there's already some form of nonlinearity in the network but I can't parse Unity code and didn't see any in the brain code. Simple choices include ReLU for just clamping the minimum value to zero; Leaky ReLU which is just ReLU but lerp the original value in a little; Sine; GeLU as approximated with `0.5 * x * (1 + tanh(sqrt(2 / pi) * (x + 0.044715 * x^3)))` which allows for some negative values but fades to zero as it becomes more negative. The final outputs shouldn't have these on them.

Biases to go along with weights in the network s. Simple values to add to the output of each fully connected layer (before activation function if added).

There are more complicated things that might be interesting, like gated units where the output of one layer is put through an activation function and then multiplied with the output of another layer in order to block off an output in certain situations, but at a certain point a line has to be drawn for simplicity. 

A option to not choose creatures who topple over to not be selected as the best since at least 100% of all my creatures end up using falling over as a strategy by wave 2 because one fell forwards before one was walking normally, so I have to restart the batch in hopes they dont fall over.

Select a joint and increase the fitness penalty. This reduces the fitness rating when that joint touches the ground.

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This "game" is awesome, Two requests here please:

01- the possibility to use multiples cpu and cpu threads.

When simulation  in BATCHES is active you can run more simulations BATCHES per cpu core or using cpu mult threads to improve speed of simulation. my cpu has 16  threads and the current version is using only one.

the next one I don't know if is possible:

02- global online simulation, maybe this one is a little to much and it needs be a paid service 

we can use a online server  or another way to allow multiples computers or cell phones to improve and simulate the same creature, for example, I create a monster, upload this monster online or active a button "global online simulation"  and any one can make a online simulation and continue the same evolution, not start another simulation but improve the same creature and the best fitness version will be selected, imagine 10000 simulations at once running in the world, could be a very nice addition, very complex I know...

BYE I love this "game"!!!

add a button to "praise or scold" the ai's learning, so you can aid it into doing what you want

yes, that would help a LOT

Sometimes. my creature goes walking off at full speed and i think yes perfect i did it, but it's in the wrong direction so it doesnt count. Maybe it could evolve to flip? Or the workshop has a flip button?

There should be a swimming mode, in which your creatures swim, like how there's a flying and running mode.

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Surely duplicates, but I'll list just in case anything's not covered:

  • Button to turn off rendering and simulate at max speed?
  • Optionally mutate joints (positions & weights), bones (weight), muscles (strength & extendability).  I get this isn't trivial, but would be cool.  Maybe have the mutations stored along with the neural net, so the the actual creature's physical structure = designed structure + evolved deltas.  (Sorry if I'm making bad guesses about how your code works :))
  • Would be nice if you could zoom out more or make grid smaller.
  • Selection masking by type (select multiple muscles or multiple bones) + if multiple things of same type are selected, allow editing a property of all selected objects.
  • Copy/paste selected objects.  E.g. one could design a 4-bone leg and then replicate it.

Really, the first two would be enough to make a huge improvement, I think.

toggeable

for max speed you can use speed hack from cheat engine, it works really well

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Que la version de windows sea gratis

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