Sisyphus: completed (maybe)

Post high scores or interesting cars.

Re: Sisyphus: 239.9

Postby Diseased » Fri Mar 04, 2011 8:42 am

So close! Your car design is really elegant and clever, too - nice job.

I'm going to run genetic algorithm for a fair long while to see if it comes up with any other bright ideas for cars that could eventually take us further; I've just about reached the limit of my intuition after plenty of frustrating designs. I do suspect that by the time I get a positive result, at the very least Sisyphus will already have been thoroughly beaten, and at worst the sun will have reached the end of its natural lifespan and the giant boiling gas clouds will be engulfing the barren, scorched Earth.

Edit: important note - when a car finishes a track, the screen immediately jumps to the next car - but since when cars get that far up on Sisyphus they're barely moving, will be able to tell the difference between a certified, real ending and just a very close time-out? Is it just a matter of consensus as to what we consider a 'complete' run?
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Re: Sisyphus: 239.9

Postby Lotharsson » Fri Mar 04, 2011 9:22 am

Diseased wrote:So close! Your car design is really elegant and clever, too - nice job.


Partly me, partly evolution.

Diseased wrote:I've just about reached the limit of my intuition after plenty of frustrating designs.


I find my intuition is a poor guide at best - especially as we get close to what appears to be the optimum. One of my winners on v2.2 made a fairly significant leap forward after a whimsical parameter modification quite a few places away from the decimal point.

Diseased wrote:Edit: important note - when a car finishes a track, the screen immediately jumps to the next car - but since when cars get that far up on Sisyphus they're barely moving, will be able to tell the difference between a certified, real ending and just a very close time-out?


I sent Ryan a feature request a while back that complete runs be distinguished from incomplete ones in scoring (and it should apply both to the current generation score list and the maximum score field). You've added another good reason for wanting it :-)
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Re: Sisyphus: 239.9

Postby Metaldog » Sat Mar 05, 2011 12:18 am

eNqz32Nm9cw12tCB7VlStowvm/3Ojum1SjPTHVi/pVz5K8Ztf8A1XzaMu8/+6xeNNJPVR+yPXapZY3ZooQPLlLi3rU3q9ufv6IXcPuxp/3FxxP2LHqr2747Ip2xNPOvA3rowim/2Ffv3r36+mva1zH73R4NqxZcO9h8YwMCBvUjml+bBDUAmuwPPbY0Pq+sa7d8EigQXnIwBirE6CM+q1bGc2Gr/8sdt5k23/vwHAvuPNi+jviSttf8YP5VB/OBpsNh746n/V5idtX817f2OpC3+YLP5DbV/926QtP9uy3hgWcs3sHmim1ZWZzF/tn8Q1cSnuTcZrI5BS29L1tZ/9l+/bVvO9/IyxN4HpZoBO73sb7BV7K+eKMDAw8PDICkpiaDboLQhlLYE0iskGcR4bjP8l1zIIJM1g6HH9D9Q/UmGUklloJlMAKnmjGQ=

makes it to 250.1
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Sisyphus: 250.7

Postby Lotharsson » Sat Mar 05, 2011 12:40 am

PSO has improved the 250.6 to 250.7!

Sisyphus 250.7.jpg
Sisyphus 250.7.jpg (11.91 KiB) Viewed 1834 times


Looks like the finish line may be about 251.0 or just past it.

I spent some time trying to reverse engineer a similar car so that I could more precisely tweak it, but I didn't get past about 250.1. Will keep trying.
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Re: Sisyphus: 239.9

Postby Ryan » Sat Mar 05, 2011 1:04 am

I'm really interested in the bug where you input the same car twice on the same system and it gets different results. I'm unable to reproduce this. I don't mean you can't successfully copy one to get the same score, i mean you input the same exact numbers twice on the same system and get different results. Make sure you're not inputting a blank line at the beginning or end. that shouldnt change the results but technically its different input so i can understand more about the problem.

If you have an example like this email me directly.

The car gets 250.5 for me every time. And don't forget you can input as many cars as you want.
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Re: Sisyphus: 239.9

Postby Ryan » Sat Mar 05, 2011 1:16 am

And the end is 251.3. It really should be higher. I left 5 buffer tiles but i could really go right up to the end which is completely vertical. I'll up it in the next version. i'm tempted to do a ninja edit on it right now. Maybe i'll just update it when you get there :)
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Re: Sisyphus: 239.9

Postby Lotharsson » Sat Mar 05, 2011 1:24 am

Ryan wrote:And the end is 251.3. It really should be higher. I left 5 buffer tiles but i could really go right up to the end which is completely vertical. I'll up it in the next version. i'm tempted to do a ninja edit on it right now. Maybe i'll just update it when you get there :)


Argh!!!

I suspect even 251.3 will be very very challenging.
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Re: Sisyphus: 243.2

Postby gjkuperus » Sat Mar 05, 2011 2:49 pm

eNqzv6NwZPbSx8H2d9ZwGKq9rLC/pfVbwi0tzf7LdrZsZ2Nj+xu28+dONjZ24GAAA/sLqQFTHgBpmPoPUPFHPJ674kzt7W/7fpG6//+//Ytu56mNbKr2VwsWX+eyLYDrPwNWVmO/cyYIzAIKsdm/UeO3X9GSZ//CsdPc+9hyoBiT/QPR/ZPE1aXsH4BsufLvPxA48H5YKTRRc7X9/vlyIhDj2Oy/tNquPWuubv/wfaeTsbExUIzRQdDT1OjVejf7ZyLhkyBiDA7sHGFd1Q+X2D/9qlogOXMmUIjVQbT1+1zNDg/7s/88W4ECYDvYrXoS+y9+sP8gZ76oLS2N4dZ9F4a15S8YdNKbGUL9IhiUZDkZqrdMZvgy9yRDmvEGBpf7zGCx6BVsDB+naDIUWwkwXHsiwXBQezrDI09loLHMAM0ohDg=
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Re: Sisyphus: 239.9

Postby Metaldog » Sat Mar 05, 2011 11:49 pm

Metaldog wrote:eNqz32Nm9cw12tCB7VlStowvm/3Ojum1SjPTHVi/pVz5K8Ztf8A1XzaMu8/+6xeNNJPVR+yPXapZY3ZooQPLlLi3rU3q9ufv6IXcPuxp/3FxxP2LHqr2747Ip2xNPOvA3rowim/2Ffv3r36+mva1zH73R4NqxZcO9h8YwMCBvUjml+bBDUAmuwPPbY0Pq+sa7d8EigQXnIwBirE6CM+q1bGc2Gr/8sdt5k23/vwHAvuPNi+jviSttf8YP5VB/OBpsNh746n/V5idtX817f2OpC3+YLP5DbV/926QtP9uy3hgWcs3sHmim1ZWZzF/tn8Q1cSnuTcZrI5BS29L1tZ/9l+/bVvO9/IyxN4HpZoBO73sb7BV7K+eKMDAw8PDICkpiaDboLQhlLYE0iskGcR4bjP8l1zIIJM1g6HH9D9Q/UmGUklloJlMAKnmjGQ=

makes it to 250.1


now it goes to 250.2 but i can't get it any higher

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Postby Robert » Mon Mar 07, 2011 7:25 am

Hey!
Im new here, but have been running these simulations for the past week or so and wanted to contribute :)

Here is my 249.2 car - A combination of design then 50 natural generations later and more design and a PSO run of about 20 more generations, still running them in multiple setups. Anyone have suggestions on the best settings to yield "smarter" evolution? lol

eNqzXzkTBGY5cDCAgT06/8Hqn5daC67bvwhqqDisamX/XFf3/NcJDfYftl36cML7t/0lu/ry2nWP7V/WZr+wZd1if/xKnFWGghdc/wcofd5M5nPhx10wPkweCBgd+FdMPSPhG2n/jinp7M6vU4FirA5M9by5iTck7B9tizDRMFX/DwT2H+5W7JqcJmf/MfdJUt9xZbBekQOvnDcv1rE/ZGX8/plDNEidg3D1jNT+f0H2J1/83vgxYgfYPNG1T+TOLreyv9/8zrRvhhdIzP7/9veBKVO/2n9vlvILm+cKFGOz/zaBKVlo8RL768tO+Ly5KsywPP8lw4Pz6gxdu6wZ4m9WMFyY9JFBUlKSgUeThyHV5T5Dq9NiBtmnGQy8PJcYrkmuYjCdHMygbyLJ4GrSw9BwvwloJhMAb/GMCw==

Im also interested in figuing out how to combign all the best cars to make a larger "good" starting population, but Im a bit lost there... from what I have tried it seems that after 1 generation it just throws out the other cars that dont preform as well. Is that your experience as well?
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