1 | script:
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2 | name:Evolve for speed vs gravity
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3 | help:Evolve for speed in different gravity settings
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4 | code:~
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5 | function main_args(gravity,min_evaluations)
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6 | {
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7 | Math.randomize();
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8 | World.wrldg=gravity;
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9 | Populations[0].perfperiod=100000; //fitness: velocity serves as distance (because sampling period is longer than lifespan)
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10 | ExpProperties.initialgen="XX[|,1:1][N,1:1,2:1][T][G]";
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11 |
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12 | //custom fitness function: velocity minus small penalty for complexity (high number of parts, joints, neurons, connections)
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13 | GenePools[0].fitness="""
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14 | function penalty(count)
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15 | {
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16 | var MAX_WITHOUT_PENALTY=50;
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17 | var toomany=count-MAX_WITHOUT_PENALTY;
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18 | if (toomany<=0) return 0; else return -toomany*0.001;
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19 | }
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20 | return this.velocity+penalty(this.numparts)+penalty(this.numjoints)+penalty(this.numneurons)+penalty(this.numconnections);""";
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21 |
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22 | Simulator.init();
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23 | //Simulator.print(GenePools[0][0].genotype); //ensure the initialgen is in the gene pool
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24 |
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25 | Simulator.start();
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26 | while (Simulator.running) Simulator.step(); //runs until the experiment stops by itself (due to stagnation detected)
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27 |
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28 | var best=GenePools[0].best();
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29 | Simulator.print("Optimization ends, best: %g (x%g) %s" % best.fit % best.instances % best.genotype);
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30 |
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31 | // Now, since we have indeterminism (default settings used: random initialization of neural states and random placement of creatures),
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32 | // we cannot trust fitness values that have not been confirmed (averaged) during multiple evaluations.
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33 | // So we start another phase where we keep evaluating until the single best genotype is evaluated at least min_evaluations times.
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34 | // No new genotypes are introduced in this phase.
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35 | UserScripts.script_Find_best_genotype_on_average_args(min_evaluations,"best_%g_%u.expt" % gravity % int(Math.time));
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36 | }
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37 | ~
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