Blockhead

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Re: Blockhead

Postby racer_x » Fri Mar 04, 2011 3:10 am

Well that was quick. Finishes in 39. I'll let it bake for a while to see if it gets faster.

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Evolution. It fixes stuff.
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Re: Blockhead

Postby racer_x » Fri Mar 04, 2011 3:15 am

Uh ... That one works great on a Mac, but dies at 102 on a PC. Weird.
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Re: Blockhead

Postby Lotharsson » Fri Mar 04, 2011 7:07 am

racer_x wrote:Uh ... That one works great on a Mac, but dies at 102 on a PC. Weird.


I suspect there are architectural incompatibilities and the binary encoding is exposing them. No doubt Ryan is looking at it.
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Re: Blockhead

Postby aggrazel » Mon Mar 07, 2011 3:27 pm

Dang, I ran the sim over the weekend on my laptop and came in to work this morning and was hoping to see like 2000 generations or so would have done to my 34 second car, but the sim had locked up and it was a giant black box. :(
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Re: Blockhead

Postby Kilorn » Mon Mar 07, 2011 3:31 pm

44 second finisher

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Re: Blockhead

Postby aggrazel » Wed Mar 09, 2011 3:37 pm

I have a 32 second car evolved over 200 generations of PSO seeded from the 34 second car I got from GA.

It looks almost identical yet finishes 2 seconds faster:

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Re: Blockhead

Postby Ryan » Wed Mar 09, 2011 5:18 pm

aggrazel wrote:Dang, I ran the sim over the weekend on my laptop and came in to work this morning and was hoping to see like 2000 generations or so would have done to my 34 second car, but the sim had locked up and it was a giant black box. :(


Awe i'm sorry to hear that. I'm working out the memory kinks. The garbage collection in flash isn't great. I should just have it save the state every generation to a file. OR at least every 100 generations.
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Re: Blockhead

Postby aggrazel » Wed Mar 09, 2011 7:54 pm

No problem at all. We saunter on :)
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Tumbler - 29 seconds

Postby gomi no sensei » Thu Mar 10, 2011 3:41 pm

I started out designing this one. It had three large wheels, and the one at the front was raised up a little bit (so all three couldn't be on the ground at the same time). It was a little nose heavy to bring the front end back down when it bounced up against blocks. The idea was to have a car that could climb over the blocks rather than needing to pound all of them flat in order to move past them.

Here's the initial, designed car. It can't even finish the track - I wanted to get the theme in the right direction.

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I seeded that initial car with a 3% mutation rate, 4 wheels max (50%), and 12 cars per generation. I left it running overnight, so I don't know when this car emerged, but it's had over 500 generations to get there. Here it is (repainted):
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eNqzf31K79vKmbMcWLh+zt5sbGx/yenLere0NAemD0dSv5w5a/9qx/aPmjNn2f+XKymfA+Q/u+2dshOonj1R3EYsLc3+5db3YcbGxg4cDGBg/wFK/5bbEfi6Vd7+zp6sup+3lRwYzt0Ua9dmsn8hMblkT1a9A+N3sABQKYv9E3PWOnGXevsfDDDA7sA+S0R0mX+9/be86b3+922AYmwOoot2797r3YOkjtX+t8pmt3bBP/bvVy8Nsf//H2Seg+jFPQyOv6fYf7kfdCIBos6B+WfPRpV3nPbvAp4a35w5E2SH/YvrTjw1J/fYP+e0WwT0A1idgEIp04+V4fbvOU8v8zlzBihmhBP/+8eAgRNfuDDEbfRk2LovhKHlXgTIPQCx+IFT
Last edited by gomi no sensei on Tue Mar 15, 2011 2:14 pm, edited 1 time in total.
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Re: Blockhead

Postby ags » Thu Mar 10, 2011 6:03 pm

Just got to 0:31 in 5 generations (!!!). Seeded from a trivial max torque two wheeler.
Will post the result after some overnight overfitting.
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