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Evolution Simulator (Part 1/4)

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Jun 24, 2015

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Evolution Simulator (Part 1/4)
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  • In January 2013, I started working on an evolution simulator,
  • but I never finished it.
  • The simulator lay dormant for two and a half years.
  • Until now!
  • Just this week I have resurrected it, and it's time to see the (almost) finished product!
  • Since there are no creatures yet, create 1000 creatures.
  • They will be randomly created and also very simple.
  • Wait, before we get started, I should tell you what a creature *is*.
  • Every creature has an internal clock, like a heartbeat, except that it never changes speed throughout the creature's life.
  • This is a node.
  • Nodes can vary in friction, from white being very low friction, to black being very high friction.
  • Nodes collide with the ground, but they don't collide with each other.
  • Two nodes can be connected with a muscle.
  • Muscles have many more traits than nodes.
  • They have an extended length and a contracted length.
  • They also have an extended time and a contracted time.
  • which are based off of the internal clock.
  • Finally, muscles have strength.
  • Basically, a muscle is rarely exactly the length it's trying to be.
  • It's always trying to push or pull its two nodes
  • so that it reaches its target length.
  • How hard can it push or pull? That's its strength.
  • The higher a muscle's strength is, the more opaque it appears.
  • Okay, so who gets to determine all these traits, like how friction-y nodes are,
  • or what muscles' contract times are?
  • Well, at the beginning, it's just random chance:
  • They're randomly generated.
  • So, here are our 1000 randomly generated creatures.
  • Their goal is to run as far as possible to the right in 15 seconds.
  • They don't know that yet, but it's true.
  • To start off, let's do a step-by-step generation,
  • to see what's going on behind the scenes with every generation that happens.
  • Here is our first creature!
  • It's got just 15 seconds to prove how well it can move to the right.
  • But it's not doing very well.
  • It's just getting up and then collapsing, and then getting up and collapsing.
  • I mean, it is going right, which was the goal,
  • but it's not going very fast.
  • 0.86 meters -- Can the next creature do any better?
  • Unfortunately, when all nodes hit the ground at the
  • same time, that's pretty much it for the creature,
  • because at that point, there's really nothing to
  • push or pull against, so the creature just can't move
  • anymore.
  • So this collapsed triangle gets a measly negative nine millimeters.
  • We're going to speed up the playback right now,
  • so we can get through all 1000 creatures in time.
  • Also, look how symmetrical this creature is!
  • But it still moved backward.
  • Our fourth creature has what looks like a sail
  • sticking up in front, but it's not catching any wind.
  • Because these creatures were randomly generated,
  • I think it's fair to say that about half will go left
  • and about half will go right.
  • That is, if you don't count the ones that don't move at all!
  • Oh, I forgot to mention that a creature's position
  • is determined by the average position of their nodes.
  • So a creature can't just fling one of its nodes really far forward
  • and get an unfair advantage that way.
  • Now we've seen 10% of the creatures.
  • But don't worry, it's going to speed up really fast from here.
  • All 1000 creatures have been tested.
  • You can see creature 1 in the upper left --
  • that's the one that kept collapsing and getting up again.
  • And here's the rest of the first four.
  • Well, anyway, let's sort them all, from fastest to slowest.
  • Going backward is considered very slow.
  • Here's our first creature. Despite all of its stumblings, it still managed
  • to rank 26th out of 1000 which puts it in the top 3%.
  • I guess it's not hard to do well, when your competition is all randomly generated!
  • Creature 195 managed to do the best out of all 1000, traveling almost 2 meters in just 15 seconds.
  • Just watching it, though, you can tell that improvements can be made.
  • Who was the slowest creature?
  • Well, that's creature #331, who traveled even further
  • than the fastest creature, but backwards.
  • Ok, let's kill the 500 slowest creatures. Boop!
  • To be specific, there's a slight gradient, allowing some lucky slow creatures to survive,
  • and some unlucky fast creatures to die.
  • But overall, the faster you are, the more likely you are to survive.
  • Hooray for creature 1, who, as expected, survived, and gets to pass on their genes!
  • Creature 2 and 3 died, though; they were too slow.
  • And creature 4, right around the middle, survived also.
  • As we reproduce, you can see how the gene pool slightly improved,
  • due to this killing of the slow and spreading of the fast.
  • Also, the new offspring are slightly mutated from their parents, again randomly.
  • Nodes might become more or less friction-y,
  • and muscles might gain or lose strength.
  • Less frequently, bigger changes will happen,
  • such as losing or gaining nodes or muscles entirely.
  • But those are rare, and again, are determined randomly.
  • Reproduction here is asexual, so there's no mixing of the genes.
  • I know that could be a major setback for the creatures.,
  • but I'm sure they'll still get by fine.

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Description

Part 2: /watch?v=31dsH2Fs1IQ

Evolution Simulator Source Code: (I can only hope there are no bugs):
http://www.openprocessing.org/sketch/377698

Also, yes, I sound a lot like Tennis Ball.
I created this simulator with Processing 1.5.1. I probably should have mentioned that in the video.

Music: "Perspectives" by Kevin MacLeod
http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1300027