I'm not sure what the parameters are, and there aren't that many generations but his looks interesting as a project.... are they free to evolve speed... or cooperation? or is it just a random mish-mash where successful flag grabs are judged on distance?
@Unrealistix There are two evolutions going on: 1 the distribution of player types on a team for which fitness is a function of enemies captured and flags won. 2. The players which have a given number of "points" which can be distributed between speed and turn radius as well as cooperativity (i.e. how much weight is given towards flocking towards neighbours.) The source code is free for anyone - you can probably do better then me :)
It can be found at iqis.org/~amacrae/files/capture/
@orkonoid I gave the self boot 'evolution' idea a go before
Mine was a little more complex and statistical and didn't involve any gfx.
It was based on several animals types who evolved in an environment of only grass. it worked pretty well... but I needed to add self programming to avoid the reliance on something static like a DB or fixed code. Thats where I got bogged down
Then someone offered me work, so I followed the money. It turned out I'm an animal in an environment too! ce la vie...
@Kram1032 Ha ... not as far as I should be (currently tied up trying to finish my thesis).
The above video is with AI alone and the bots don't evolve. Currently I have the genetic algorithms completed and have run some simple tests. I'm still cleaning up the behavior and trying to fix a few bugs in the program. As soon as I've ironed out the kinks I'll post the current iteration. Thanks for asking!
I'm not sure what the parameters are, and there aren't that many generations but his looks interesting as a project.... are they free to evolve speed... or cooperation? or is it just a random mish-mash where successful flag grabs are judged on distance?
Is it open source?
Unrealistix 3 weeks ago
@Unrealistix There are two evolutions going on: 1 the distribution of player types on a team for which fitness is a function of enemies captured and flags won. 2. The players which have a given number of "points" which can be distributed between speed and turn radius as well as cooperativity (i.e. how much weight is given towards flocking towards neighbours.) The source code is free for anyone - you can probably do better then me :)
It can be found at iqis.org/~amacrae/files/capture/
orkonoid 2 weeks ago
@orkonoid I gave the self boot 'evolution' idea a go before
Mine was a little more complex and statistical and didn't involve any gfx.
It was based on several animals types who evolved in an environment of only grass. it worked pretty well... but I needed to add self programming to avoid the reliance on something static like a DB or fixed code. Thats where I got bogged down
Then someone offered me work, so I followed the money. It turned out I'm an animal in an environment too! ce la vie...
Unrealistix 2 weeks ago
good job ;)
jauleris 3 months ago
This looks very cool! I'm looking forward to a version with evolution implemented.
Whatsifsowhatsit 4 months ago
So... how far are you by now?
Kram1032 5 months ago
@Kram1032 Ha ... not as far as I should be (currently tied up trying to finish my thesis).
The above video is with AI alone and the bots don't evolve. Currently I have the genetic algorithms completed and have run some simple tests. I'm still cleaning up the behavior and trying to fix a few bugs in the program. As soon as I've ironed out the kinks I'll post the current iteration. Thanks for asking!
orkonoid 5 months ago
<3 genetic programming
Roblinify 8 months ago 2
whoa. :o
weasleymogul 9 months ago