Evolution Sims

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Revision as of 23:46, 22 February 2006 by Endy (talk | contribs) (finding best)
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Our best to provide a comprehensive listing of simulations done in Darwinbots.

Before You Start

You must understand evolution before you can hope to judge the success (or lack thereof) of a simulation. Below are some links to Wikipedia that provide useful knowledge that is generally unknown to the layman on evolution.

  • Punctuated Equilibrium - Theory that states that speciation and sudden evolutionary change can only occur in small gene pools. In real life, this tends to be at the edge of what the species finds survivable. These events are rare (hence "punctuated") and are seperated by periods of little change.

Seems to be applicable in Darwinbots since the most striking mutations happen in regions where selection pressures are high.--Endychat 17:15, 24 Nov 2005 (MST)

  • Muller's Ratchet - Asexual creatures can accumulate "bad" mutations if mutation rates are higher than selective pressures. Eventually this leads to extinction.

Finding the Best

In Darwinbots and in real life there are those individuals who stand apart from the crowd. These are the founder mutants, the lucky few that have dna that provides them a special advantage or interesting behavior.

Finding them though can be a challenge in and of itself. The easiest method is the Crown or King(add link) Button. A single click will highlight the "best" bot in a sim. In the beginning, many bots share virtual dna's making this useless. As time progress however only those bots best adapted to the local enviroment will be selected, those that have passed the test of time and are more than fit for futher evolution or indepth dna analysis.

More here soon...--Endychat 20:46, 22 Feb 2006 (MST)

Commonly Seen Evolved Behaviors

Common Mutation Areas

These are all major locations that have been observed as likely to mutate, typically increasing or decreasing the amount a particular trait is expressed.

  • Continual Motion
  • fixed
  • Increased energy required for reproduction
  • inc/dec energy given to young at birth
  • continual shooting
  • easing of family abvoidance
  • Deliberate family hunting
  • Use of tielen1 to affect birth tie
  • continual reproduction
  • Non-reproducing
  • Continual tieing
  • Increased body levels

Favorite Simulation Settings