Added: 4 years ago
From: kjlg74
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  • I tried running the program without using oscillators as well. Just like this one the resulting creature was made up of cubes. In one of the other videos of a no oscillator creature it was also all cubes. However in creatures with oscillators you see many different shaped segments.

    Any idea why that is?

  • Very nice program. Could you introduce an inanimate ball, like a beachball, and have the fitness of evolved creatures calculated by how far they move the ball? That might evolve interesting behaviors.

  • Reminds me about the End-over-end worm, but this one seems a little less inteligent.

    What is an oscillator anyway?

    Hard for an 11 year old boy like me to answer

  • I think that this is an early version of the end-over-end worm.

  • Comment removed

  • Yeah there were a couple in my new batch that moved like this for a while, but I think they've been mostly out-competed by rollers by now. I was really hoping that they'd evolve into another end-over-end worm.

    However, I'm only at generation 219 of 500 now, so there is still quite a ways to go.

  • How do you turn off the oscillator in the software?

  • When you create an evolution, go to the evolution settings window and click the "Creature Brains" button. In the window that opens move all the sine wave components out of the "chosen" components lists (chosen components get listed on the right, the rest on the left). There are two such components for segment brains and one for creature brains (segment brain components are the top lists, creature brain components are the bottom lists).

  • You can only do this for newly-created evolutions. If you change those settings in an evolution that has already started, the oscillators will (almost certainly) already be present and will just be inherited.

    There's no feature for disabling oscillators that are already in creature brain (interesting though that would be!) but only for stopping them from getting into brains in the first place.

  • Note:

    The division between creature and segment brains exists in the GUI because the creatures actually have a whole bunch of brains. Output from the creature-level brains are available to all body segments. Output from segment-level brains only affect control of the joint motor at the particular segment, and are available only to that segment and those immediately connected to it.

    (continued..)

  • Only certain functions and values make sense, depending of the type of brain (example: querying the joint angle makes no sense for creature-level brains) - hence the division of available components into two groups.

    The creatures' brains are, therefore, partly centralized and partly decentralized.

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