Staredit Network > Forums > Technology & Computers > Topic: Genetic Algorithm Cars
Genetic Algorithm Cars
Jan 21 2011, 5:36 pm
By: The Starport
Pages: < 1 3 4 5
 

Mar 7 2011, 3:25 pm NudeRaider Post #81

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Well potentially... But in reality it happens much more often that the car breaks down from the small fall at the start. :lol:




Mar 9 2011, 12:21 pm CaptainWill Post #82



Watching some of the more ridiculous designs break apart right at the start, with wheels flying off and trundling into the distance, is pretty rofl.



None.

Mar 9 2011, 5:10 pm The Starport Post #83



I wish they would let me just straight up race my own designs rather than run them through the usual mutation gamut before the track length gets long enough to make distance traversals meaningful.



None.

Mar 10 2011, 4:14 am TiKels Post #84



I got one up to 710.9.... I let it run for a few hours ;o



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Mar 10 2011, 4:16 am Raitaki Post #85



Quote from TiKels
I got one up to 710.9.... I let it run for a few hours ;o
I assume you're talking the number in the bracket.



None.

Mar 10 2011, 4:26 am TiKels Post #86



My score was 710.9 for one of my cars.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Mar 10 2011, 4:27 am Raitaki Post #87



Quote from TiKels
My score was 710.9 for one of my cars.
OHMIGOD.



None.

Mar 12 2011, 5:28 pm TiKels Post #88



I don't understand why you guys have such a problem with this game... It's so easy. I had like 10 instances all with cars that were 600-800.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Mar 13 2011, 3:16 pm Ahli Post #89

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Raitaki
Quote from TiKels
My score was 710.9 for one of my cars.
OHMIGOD.

794.7 in generation 8 with default track and mutation rate on 12
I was't paying attention, so it might happened earlier...




Mar 13 2011, 3:25 pm The Starport Post #90



You guys realize the tracks are randomized, right? I suspect distance achievement is less a matter of vehicle design and more about your fortune with the layout of the track itself...

Post has been edited 1 time(s), last time on Mar 13 2011, 3:35 pm by Tuxedo-Templar.



None.

Mar 13 2011, 8:57 pm TiKels Post #91



False. The tracks are not randomized. You can set the track in the beginning. The default track is just called "default" and the next one is called "default random".



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Mar 20 2011, 12:42 am Apos Post #92

I order you to forgive yourself!

Some of my cars didn't have any wheels...




Mar 20 2011, 2:03 am TiKels Post #93



You can set frequency of wheel amount and max wheel amount. There's a chance that you will have no wheels.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Mar 20 2011, 2:44 am Lanthanide Post #94



"There's a chance that you will have no wheels."

Which really is quite stupid for anything attempting to be a useful genetic algorithm. If you can identify an absolute minimum criteria for succeeding in the fitness function, there's no reason to allow algorithms that fail to meet that criteria to even be created, let alone test them.



None.

Mar 20 2011, 7:06 am Apos Post #95

I order you to forgive yourself!

eNqzv6NwZPbSx8H2Tw/1x2h8PWS/ciYIzLLfCaVh8jD+BwYwcGD5/Tyn23ma/fOatxMzijbYfyjaAFS5zP5xp7n3seUf7D+8rLjy9/M2+5f+961TomTtf8vtCHzdKm9/YvF1LtuCJQ4MMms4DNVeAo1itn+jxm+/oiXP/gcDDLBhEWNyYJx+sv1k0BH7j5+3uS48dRCkzkFS8XeIi64Ekjp2B8Hwos6Gb+oo5v1QmB+ttGsZspgDs+Tl2uq6PBS9nBjmAcE/EDEDSM8AkUD8j2EGUGzGv38MQATE/xh4/pxlOA0UBykFsWEY6G4A6oOBWQ==

This got to 843.5. Anyone wants to make the design better? (It was hand made.)

Edit: Not as good, but faster: eNqzv3Ll7+dtrgvtv9+3TomSWWP/5ECzUN70XvudM0Fglv1bqDiM/4EBDBzYQar879s/KdqgcGT2Mvs3jp3m3sdW2D+N0fh6qD8GzoeZ9z0DpHCO/U2xdm0mHk/7/0BFGl8PA41idhC8odAmuD7B/gcDDLA5CEmUt0Rx/0USY3JgnH6y/WTQEfuPIBefOghWJ6n4O8RFVwJJHbuDYHhRZ8M3dWTz7H8ozI9W2rUMxQ5mycu11XV5KHo5McwDgn8gYgaQngEigfgfwwyg2Ix//xiACIj/MfD8OctwGigOUgpiwzDQ3QBfIH1U

Edit2: eNqzv3Ll7+dtrgvtP/le+rjy9wv7a8vfz92ky2f/iMdzV5ypvf0HBjBw4IDQ9sdzup2nNrI5sAvlTe/1v29/GaQ6jMX+2QaFI7OXPrZ/A9bnAOdfLVh8ncu2AM6/KdauzcTjaf9bbkfg61Z5oJHMDvyrLqrPnfLL/gcDDLA58Gspa/PcPgQT+w8EDkLNtrEv5q22vySe4nLmzBmwOknF3yEuuhJIetkdBMOLOhu+qdvvVj77eubMWSB19j8U5kcr7VqGYofwN73lk6O+2t+fuuMGxDx2+zddud4a2wSQ1DEwBOsvZVi3KImB4e90htXynAzTGf4yTP/LAMR/GR6y7Gf494+BwfjjWYZTQPEzL1kZuH+fYRDgVmBoZ5QA6mYCAL1egzE=

Post has been edited 2 time(s), last time on Mar 20 2011, 7:46 pm by Apos.




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[10:53 pm]
Butch -- prob some weird character on a string somewhere or something dumb like that
[09:50 pm]
Ultraviolet -- It's weird indeed, not really sure what is so special about Spellsword that causes it to react differently on Remastered, usually EUDs are the cause of things like that
[05:35 pm]
Zoan -- I haven't played in like 2 years so maybe something changed I don't know about
[05:35 pm]
Zoan -- No-Name-Needed-II
No-Name-Needed-II shouted: Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
Any clue as to why a map which would previously work fine on past patches would now suddenly not work on the current remastered patch?
[05:34 pm]
Zoan -- I'll try Butch's suggestion of running in 32-bit, maybe that will fix it?
[05:34 pm]
Zoan -- Oh_Man
Oh_Man shouted: Did martiss' link not work?
It crashes as it does when you use EUD's incorrectly - like it closes starcraft and has the error window pop up with a ticket to send to Blizzard. I know it's not EUDs though since obviously spellsword doesn't use any, so IDK what it is.
[03:19 pm]
No-Name-Needed-II -- Zoan No idea if anything changed.. I've made several maps that push TMOANC to the limit and they are still working.. 3 causes of it I've narrowed down are -Too many islands which some terrain on certain tilesets can create micro islands on cliff edges with basic isometric.. -Too many changes in elevation from high to mid to low ground.. -And too many tiles from certain doodads that block tank fire..
[2022-5-23. : 12:21 am]
Oh_Man -- Wat precisely is wrong with spellsword now?
[2022-5-23. : 12:19 am]
Oh_Man -- Did martiss' link not work?
[2022-5-22. : 8:11 pm]
Zoan -- Also my KOTK maps all have the nooks and crannies issue when they didn't before; what changed?
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