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Evolution simulation result

Rockoon said:
There are multiple ways to skin a cat. Are you sure that you've chosen the best method?
I only added the ability to perform mutations on a per-base basis about a week ago. Prior to that, for years, all the experiments were run with 1 or 2 mutations per genome per generation, regardless of genome size. It just made everything happen slower.

You are using a bunch of terms I don't grok here... "binding site" and so forth... sounds to me like you are trying to simulate actual evolution and I am afraid I really don't have any experience with that. In computer science a GA is nothing more than a search function and simply doesnt mess around with complexities that don't actualy aid in the search.
The purpose of writing Ev in the first place was to demonstrate that the amount of information in the binding sites (Rsequence) approaches and then hovers around the number of bits required to recognize the binding sites from among the rest of the chromosome (Rfrequency). This is exactly what happens. However, there is obviously a problem if Rsequence is greater than the information capacity of the bindings sites (Rcapacity), that is, if more bits are required to recognize the sites than the sites can actually contain. I'm seeing the generations required to evolve a perfect creature go through the roof as Rsequence approaches Rcapacity.

In the simulation I'm running now, Rsequence is 10.5 bits and Rcapacity is 12 bits. It's done 3.7 million generations and it's going nowhere fast.

~~ Paul
 

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