Me too, that title is kinda confusing. But to be honest a (kind of) neural network is much more amazing, I don't get why carykh didn't put that in the title
Cheydinal Because its not a neural network at all. Neural networks dont directly add and subtract values and connect to other 'nodes' trough variable strengts. Its better (and simpler ) to use very basic functions like positive and negative numbers with operators. I guess he wanted 'Creatures doing MATH' in the title instead of 'Creatures evolving to learn cause and effect of different operators and numbers to their survival'
He explains it pretty well, and it seems pretty straight forward. Is there a way to download this program? The creatures need some sort of motivation to move instead of just being random..
I think it would be interesting to add something like "Muscle fatigue" where muscles used too many times a second start "wearing out" meaning their min and max values come closer together the more they are called per second producing less violent vibrations.
From my experience with making simulations involving evolution, genetic algorithms love to take advantage of small errors and technicalities in the rules.
I mean that the laws of nature aren't there to support life or to make it happen, life is an accidental consequence of them and their technicalities. DNA is just one of a near infinite number of chemical compounds, life sustains itself on water, but there's plenty of other compounds that are deadly to every form of life. Most things are not what makes life possible, it's just a very very very very tiny minority and special cases of the rules and building blocks of the Universe that make life possible.
I know this project is probably out of your interests, but I have a proposed way of getting creatures that don't twitch: Add "energy". Every time a creature contracts and extends a muscle in one full cycle, it will loose a bit of energy. When a creature runs out of energy, it stops, exhausted. This is obviously just a more "sophisticated" way of explaining a limited number of contraction-extension cycles.
Doctor Cereal Yeah, that would be a better way to stop twitching than simply turning the multiply-self-by-negatives (the ones that caused the twitching) to constants, which destroys a lot of useful stuff. I suggested in part 2’s comments that if he wanted to stick to time limits, he should just throw out such creatures and reroll them.
Nattakit Chachom *YES WE KNOW* And that's just a feature of Fraps. Fraps is mainly a video recording software. I use it to take screenshots of me playing games. And secondly measuring FPS and thirdly recording myself playing games.
Idea: Make it so that creatures can’t survive when there’s mainly just one type of creature. This will increase creature diversity therefore causing more interesting mutations to become more likely to happen.
I don't know if it would actually help, but I think the simulator might be more realistic if it ranked creatures by absolute distance from the starting point rather than the distance to the right, as you could easily mirror any creature that moved left to get the equivalent creature which moved to the right. In this way, the creatures that move very far to the left can contribute to the overall progress of the entire simulation (mirror the left-moving creatures to get right-moving creatures). The only problem I can think of is that the x-coordinate would be opposite on the node and, therefor, might change the creatures behavior as it moves to the right (when mirrored). However, I think it could easily be fixed by changing x-coordinate to absolute horizontal distance from the starting point. Like I said, I don't know if this could help at all, but I thought I would mention it anyway. Also, I really enjoy watching these simulation videos, hope you can make more soon!
You should make it so that if a creature has more than 9 muscles or nodes, the species name uses hexadecimal. S60 (6 nodes, 10 muscles) -> S6A S72 (7 nodes, 12 muscles) -> S7C S73 (7 nodes, 13 muscles) -> S7D S74 (7 nodes, 14 muscles) -> S7E
+junghyn park We aren't living in a simulation. We have proven that some numbers have no patterns and repeat forever. Computers cannot generate sequences like that, so we aren't in a simulation.
+Null weaky What if that simulation generates a random digit when we reach the "end" of the real number? I'm not a supporter of the simulation theory, but this just came to my mind.
@Carykh if the fitness of the creature is calculated not by distance, but by efficiency (distance travelled / number of movements) the end result should be less "smasmy".
I agree. Think of it as "energy expended". Although it can't really be "number of movements" per se, but perhaps total of absolute value of applied changes. I.E. +0.1 this frame, -0.1 (measured as a change of +0.1) the next frame, etc. Edit: It might also be useful to have a cost attached to changing direction. Also, possibly rather than having the axions control the muscle length, they control its delta (change in length). Could still easily end up with twitching though.
FyJonas Yup, sure could. Would definitely need the cost for this to have some multiplier though. Maybe even one that starts low and increases over time, to cause an annealing effect. Or one that's periodic, over generations (say, 50), to help mix things up and break stasis/plateau's.
Can you do a video showing creatures evolving to be as tall as possible? What is height: the highest point of the highest node after two seconds have happened, (to encourage stability) and when there is at least two nodes touching the ground. (to discourage jumping and spasms) You can make any changes to this that you want, I'd just like to see this happen. It would be very interesting to see. Thank you
the big graph near the top right looks like a super detailed artwork of mountains congratulations you have officially created the worlds first art generator! XD
hey, just wanted to say you make some of the best and most interesting videos on youtube. the production quality of every one of them is incredible, and you manage to make 15+ minutes of videos about science entertaining
@carykh Could you make it so when a creature has moved in the wrong direction (for 15 seconds) you switch it around (left nodes on right side and opposite) and give it another chance, because it has proven that it can move, but it got a unfortunate spawn which is unfair.
make it so that every muscle has a time after it has expanded and gone back so it doesnt twitch. the amount of time would be related to the strength of the muscle. Wouldnt that be awesome?
The vibration makes perfect sense to me. Imagine sitting in a wagon and holding a stick. You can push yourself forward with the stick by pushing it into the ground. Then you can pull it back along the ground, before pushing again. It takes minimal effort. If your range of motion is limited, the best way to speed things up is to repeat this process at a faster speed. You could also see the "Nano HEXBUG" with a simple google search. It demonstrates this concept very well.
I like the format. Also it's also hilarious of you to say you were going to make things simplified, and then go on to spend considerably more time explaining the "simpler" system.
If you really pay attention, the twitching creatures actually act like an engine. One of the nodes acts like a crank shaft and the others act like the combustion chambers with the muscles being a piston. All the nodes alternate pushing and pulling, and since they are pushing and pulling so fast the crankshaft node goes back and forth, the more in sync the pistons are the more efficiently the crankshaft node goes back and forth making the creature move forward.
That was so cool. I loved how this time there were new creatures appearing and pluralities being taken over. Such diversity! Also 73 is my favourite number so it's pretty cool that they did the best. You should try the Evolution Simulator with 500 groups of two creatures where one is on the left and the other on the right and which ever one moves more in the direction that is towards their opponment survives and the other one dies, basically Evolution Simulator with Wrestling. That might bring upon some cool strategies!
In this case, twitching is the most effective way to move across a surface. The problem is that, for more complex structures to form, the early forms of those structures must present some use to keep the creature to survive. But because distance is the only way to survive, they can only evolve with what simple mechanics they start out with. In real life there are many things that go into survival, and so multiple different things are needed for the creature to survive, so it develops multiple different parts for each task, and only in that scenario will more complex structures arise. Some structures can mutate to also help with other tasks. The whole point is that for complex structures to arise, they must be evolved from other structures that had/has a different purpose(s). There are two things you could that will potentially fix the problem you are having: either make it so that there are multiple roles for these creatures to accomplish (distance is not the only factor), or add some sort of sense to them (make it so that they can react to different conditions like their orientation, position, or whether or not a node is touching the ground). But mainly having multiple roles will work. Keep in mind that, before creatures could walk, they swam.
Cool idea ,just 3 things you might want to concider: 1.Dude!, hide the nurons, we can't see shit! No but seriusly, consider showing only the muscles and nodes or at least add the option for that. The nurons, while being importent in the computation process, add little understanding when it comes to see them moving. 2. I don't know if that was the idea, but the way you wrote it is making the creatures add nodes in order to do more advanced computation. That explains why the size of nodes and muscles always increase! I suggest you to make "Ghost Nodes" that contain information but have no physical effect on the creature. 3. Just in case the banning of the twiching doesn't work, try making the muscles change only after a certain number of clock cycles. That way the nurons can do complex computation as fast as possible while the muscles work slowly. Hope this helps, keep up the evlution simulators!
I like that here the populations of the various species change a lot, and there is no dominant species that stays dominant for more than a few generations, unlike the previous sims, with s33 or s45 taking the lead forever
I think it relates to an engines piston. That twitching motion regulated by the synapses and all parameters in very high yet perfectly controlled frequencies is what drives our engines that drive our wheels. They kind of look like sliding cars ^^
carykh, there is a very simple way to discourage creatures from twitchy movement. As you mentioned, twitching happens, because muscles receive alternating signals with Nyquist frequency, making them twitch between 0.5 and 1,5 length every frame. Firt thing that came to my mind is to add a simple low-pass filter to each muscles input. For example: Y[0]= X[0]*0.01+Y[1]*0.99 // Y[1] is previous output value from the filter, so the code would look like: y=x*0.01+y*0.99 With this filter in, the amplitude of fast-alternating signal will be reduced significantly, while slower changing/longer sustaining signals will be encouraged.
When you realize that when the evolution was based off of contraction of nodes you get more animalistic forms of movement but when you put in math they start shuffling along the ground, almost like.. Cars?
Watching the evolution of the evolution simulator is as thrilling as always! Also, not gonna lie, I prefer your stream of thought videos to the scripted stuff.
8:22 You do understand, that those twitching things resemble a lot like human myokines, which make muscles contract? Twitching is an integral part of moving around. It's just invisible to the eye.
The twitching you described is a byproduct of allowing muscles and nodes to pass thru one another as if they were freaking ghosts. You will begin to see more elegant movement if the structures of the creatures occupy physical space. Arcing motion, which i imagine as elegant, emerges when nodes bump. Otherwise the shortest path will always be in the same dimension.
Yikes, this relates more to your other evolutionary algors, especially your vid w hurdles. But all the same, love these. Reminds me of my intro into collegiate comp sci.
if you dont like spasmy creatures, one thing you could do is switching the muscles for bones, and what makes them move is a motor in the nodes, that can have a positive or negative value (clock-wise and anti clock-wise). You could make so the motors have limited rotation (for example we cant rotate our feet 360°, lol) so that the creatures dont evolute to just wheels. Also make the bones have variable lengths (just like our leg-foot system).
nice new idea with the axons :) i would recomend to add energy consumption for the creatures either a fix value or as food after every meter like in "Hill climb" - for every cm of muscle movement they waste a given amount of their energy that will hopefully teach them to move effective instead of much ...
It feels so satisfying wathcing these Evolution Creatures videos. Please don't do live voice recording it's better when you record later and then edit the videos with the music and voice. You should definitely try these ideas: 1.Bird-like creatures flying/gliding off a cliff. 2.Putting walls on both sides in the vertically jumping creatures video. 3.Step climbing creatures with the old Muscles, Node and Friction system. 3.A ball/wheel like creature going right on plain suface or inclinded gradient. 4.Give specific animal like shape to you creatures and mimic their motion for moving forward. 5.3d models of running creature.(THIS WOULD BE EPIC!!!) Try doing race/relay race between various creatures or fight between various creatures (you can figure out the rules). AND PLEASE DONT STOP MAKING THESE VIDEOS THEY ARE AWESOME. : )
Twitching to move would take slot of energy. If we just twitched our ankles really really fast, we might move forward at a decent pace, but it would take waaaay more energy. Maybe give each animal a set amount of "energy" that was decreased by the difference in distance of a muscle growing + a constant. It would give a benefit to having long, planned strides.
Wow, I have no idea how this works, but it's a genius way to give an incentive to create larger creatures. Seriously, all of my other suggestions are basically useless now! One thing I would like to ask is if we could please have the link to this version to play around with on our own. Thanks for the incredible content!
i have a suggestion: once a creature becomes 5 generations old, it will slide every generation 1 row in the "sorting thing" down, so they wont live that long, or sth like that
Damn, just as I was finishing my own simulator - that's really nice, I'll have to implement something like this into mine. BTW, if you're curious, in my simulation, out of two simulations I've ran with 1000 generations and 10'000 specimens per generation as of now S7 has won twice (unfortunately computer crashed before second simulation finished, at about 800 generations) and S5 seems to be winning this third time (though S6 is giving it some serious competition!) (in my simulation muscles are always maximized, since it was easier to write that way). Update as I was writing this: S6 seems to have beaten S5 just as I started writing this. Initially S5 had a majority of about 9800 members, but then something happened and S6 jumped to replace S5 at 9750 members. The fitness also jumped from ~75 meters to 102 meters. Pretty interesting stuff.
qu4ku It's already on github here: github.com/StelarCF/genetic_test It's written in rust, so you'll have to install rustc and cargo - should work with any version of them after 1.0 It has no graphical component yet, so that might be an issue for now.
I came to this video thinking that these creates were actually going to evolve solving more advanced math problems... I was wrong
You aren't alone.
Well, they sort of are. In this case the best solution was twitching however in the next video we might see more tactics.
Me too, that title is kinda confusing. But to be honest a (kind of) neural network is much more amazing, I don't get why carykh didn't put that in the title
Cheydinal Because its not a neural network at all. Neural networks dont directly add and subtract values and connect to other 'nodes' trough variable strengts.
Its better (and simpler ) to use very basic functions like positive and negative numbers with operators.
I guess he wanted 'Creatures doing MATH' in the title instead of 'Creatures evolving to learn cause and effect of different operators and numbers to their survival'
-Yttrium- that's why I said "kind of"
"Let's simplify things"
*Super complicated description*
Ariz Trad super
Ariz Trad who said he was an english student?
C'mon it wasn't that complicated. Just have to use those ears and that brain inside your skull and you'll have a pretty good understanding of it.
+Hal 9000
That's super complicated.
He explains it pretty well, and it seems pretty straight forward. Is there a way to download this program? The creatures need some sort of motivation to move instead of just being random..
We are going to simplify everything! First, let's add eleven types of nodes...
is your first name equivalent to peter
Happy Fakeboulder
No, it’s pyetya/petya
why not base 6 or 12?
I marvel at how the graph looks like the geologic record irl.
cody!
It’s Cody!
hai
3 replies? Pathetic. This is an amazing video (and an amazing cody)
It looks like if you took a profile of some mountain.
"It's a little depressing seeing your children underperform and die"
Userone Gaming now I know what senior quote will be
Oh well we can just make dozens more
a little a little A LITTLE
I wonder how my mom feels...
yeah i hate when that happens.
I think it would be interesting to add something like "Muscle fatigue" where muscles used too many times a second start "wearing out" meaning their min and max values come closer together the more they are called per second producing less violent vibrations.
Octothorpe you are the only person to actually propose a way of making 'energy' UP VOTE THIS
yeah this is better and simpler than 'energy' i think. i know nothing about programing tho
That beginning reminds me of MinutePhysics...
And now there is much more diversity in creatures!
Hey Erik!
It really does....
Woah! I was watching minutephysics today!
Erikfassett Those are good times.
From my experience with making simulations involving evolution, genetic algorithms love to take advantage of small errors and technicalities in the rules.
I should neural evolve the tax code.
Isn't life itself an abuse on the technicallities of the laws of our Universe?
Joaquin Pirotto What do you mean by that?
I mean that the laws of nature aren't there to support life or to make it happen, life is an accidental consequence of them and their technicalities. DNA is just one of a near infinite number of chemical compounds, life sustains itself on water, but there's plenty of other compounds that are deadly to every form of life. Most things are not what makes life possible, it's just a very very very very tiny minority and special cases of the rules and building blocks of the Universe that make life possible.
Quiet, before the devs get out the ban hammer and patch out the "life expliot" in the next update.
You need to add some sort of rotational muscle to really get things going.
Great idea!
CARY!! Get to work!!
That soundsike a great idea!
A simple pivot would allow very many new behaviours
What do you mean by "rational muscle"?
Cheydinal Rotational muscle. Not rational muscle. Please read more carefully.
After seeing the title I thought you were going to kill creatures who got math questions wrong.... so that evolution creates calculators!!
H
But it isnt possible for a computer to make a mistake computing, i mean computing is its one and only job.
O Fenómeno it’s not a test
@@Nikolapestanac as in, it generates a number "randomly" until it gets the answer right and figures out how to get it right
Nikola Peštanac it is possible for an AI to get maths wrong. I would have to independently learn what numbers and operations “mean”
I know this project is probably out of your interests, but I have a proposed way of getting creatures that don't twitch:
Add "energy". Every time a creature contracts and extends a muscle in one full cycle, it will loose a bit of energy. When a creature runs out of energy, it stops, exhausted. This is obviously just a more "sophisticated" way of explaining a limited number of contraction-extension cycles.
Doctor Cereal Yeah, that would be a better way to stop twitching than simply turning the multiply-self-by-negatives (the ones that caused the twitching) to constants, which destroys a lot of useful stuff. I suggested in part 2’s comments that if he wanted to stick to time limits, he should just throw out such creatures and reroll them.
"I'm going to simplify this" *Adds a bunch of math operations*
I like the framerate counter :)
Also, twitching burns calories with no effort. Twitch is also a great streaming website.
Haha. I like twitching too! Its an easy cure to sadness. Just start making spasms then bam! Instant laugh.
The framerate counter is call FRAPS.
Nattakit Chachom
*YES WE KNOW*
And that's just a feature of Fraps. Fraps is mainly a video recording software. I use it to take screenshots of me playing games. And secondly measuring FPS and thirdly recording myself playing games.
Bandicam uses the frame counter as well
+Dark I know.
Idea: Make it so that creatures can’t survive when there’s mainly just one type of creature. This will increase creature diversity therefore causing more interesting mutations to become more likely to happen.
I don't know if it would actually help, but I think the simulator might be more realistic if it ranked creatures by absolute distance from the starting point rather than the distance to the right, as you could easily mirror any creature that moved left to get the equivalent creature which moved to the right. In this way, the creatures that move very far to the left can contribute to the overall progress of the entire simulation (mirror the left-moving creatures to get right-moving creatures). The only problem I can think of is that the x-coordinate would be opposite on the node and, therefor, might change the creatures behavior as it moves to the right (when mirrored). However, I think it could easily be fixed by changing x-coordinate to absolute horizontal distance from the starting point.
Like I said, I don't know if this could help at all, but I thought I would mention it anyway.
Also, I really enjoy watching these simulation videos, hope you can make more soon!
Vroom, vroom, the creatures looked like motorcycles.
You stole Stan Lee's name!
guys, what if carykh made it so that you cold design your own creature and see how it goes up against randomly generated ones?
And have it evolve... Then you could come up with a good movement technique and evolution in the program could perfect it
that would be sooo awesome, thumbs up if you agree!
+Troncoso Worst comment ever
well at least not after 4 billion years of evolution
Troncoso are you saying that with every comment?
You should make it so that if a creature has more than 9 muscles or nodes, the species name uses hexadecimal.
S60 (6 nodes, 10 muscles) -> S6A
S72 (7 nodes, 12 muscles) -> S7C
S73 (7 nodes, 13 muscles) -> S7D
S74 (7 nodes, 14 muscles) -> S7E
But what if a creature has 16 or more?
Use base 36 then. (A-F as well as all the other letters in the alphabet)
get rid of all the problems and use base 65536
psyneur: Noooo! Use base-1114112, so that no Unicode character is left behind.
Try and make an entire world where creatures have to survive in the "wild"
You mean "Earth"? We already have one. There is already a theory that we might be living in a simulation.
+junghyn park We aren't living in a simulation. We have proven that some numbers have no patterns and repeat forever. Computers cannot generate sequences like that, so we aren't in a simulation.
+Null weaky What if that simulation generates a random digit when we reach the "end" of the real number?
I'm not a supporter of the simulation theory, but this just came to my mind.
+Troncoso Worst comment ever
***** How about you? An arse who can't take critique or at least ask for polite conversation? Is that better?
Cary: Nooooo, you're supposed to have beautiful and realistic walk cycles!
Creatures: Haha muscle goes brrrrrrrrrrrrrrr!
@Carykh if the fitness of the creature is calculated not by distance, but by efficiency (distance travelled / number of movements) the end result should be less "smasmy".
err spasmy rather
I agree. Think of it as "energy expended". Although it can't really be "number of movements" per se, but perhaps total of absolute value of applied changes. I.E. +0.1 this frame, -0.1 (measured as a change of +0.1) the next frame, etc.
Edit: It might also be useful to have a cost attached to changing direction. Also, possibly rather than having the axions control the muscle length, they control its delta (change in length). Could still easily end up with twitching though.
+Peter “Wizarth” Newman he could just use force * distance to actually get the energy for every movement.
This could be pretty costly though
FyJonas Yup, sure could. Would definitely need the cost for this to have some multiplier though.
Maybe even one that starts low and increases over time, to cause an annealing effect. Or one that's periodic, over generations (say, 50), to help mix things up and break stasis/plateau's.
+1
Agh. Need part 2. I love these videos so much! Thank you for recording these. Please keep making more and more interesting evolution simulator vids!
Can you do a video showing creatures evolving to be as tall as possible?
What is height: the highest point of the highest node after two seconds have happened, (to encourage stability) and when there is at least two nodes touching the ground. (to discourage jumping and spasms)
You can make any changes to this that you want, I'd just like to see this happen. It would be very interesting to see.
Thank you
In the beginning of the video, why you used the Whiteboard for explanation?
Oh, *because the budget cuts*
BFDI refrence thank you
lol
the big graph near the top right looks like a super detailed artwork of mountains congratulations you have officially created the worlds first art generator! XD
This simulation has the most fascinating UI of all! Great work!!
"Click here to watch part 2!"*cries*
“Lets simplify things” begins the most complicated description I’ve ever heard that was so much more complicated then the internal clock description
Yay you implemented neurons
Hyped a ton on this
hey, just wanted to say you make some of the best and most interesting videos on youtube. the production quality of every one of them is incredible, and you manage to make 15+ minutes of videos about science entertaining
@carykh
Could you make it so when a creature has moved in the wrong direction (for 15 seconds) you switch it around (left nodes on right side and opposite) and give it another chance, because it has proven that it can move, but it got a unfortunate spawn which is unfair.
the adding of the new nodes was certainly a good decision. Greatly expands the potential sophistication of creatures.
I'm very new to the channel and I thought the evolution series were very interesting. This new editing makes them even better, thank you.
5:36 The really big number is 2261731200155327000000000000.00 (ID: 30, Time: 5 sec)
These ideas inspired me a lot. Now I am thinking to program my own simulator.
You should try having changing challenges for the creatures so that species are constantly being replaced
"But just because they can doesn't mean they should!" -- Cary Huang, 2016
make it so that every muscle has a time after it has expanded and gone back so it doesnt twitch. the amount of time would be related to the strength of the muscle. Wouldnt that be awesome?
*applause* That would be an excellent idea to prevent twitching!
Congrats on the evolution of your evolution program ;-) This was pretty epic!
That's a weird title to put on TWOW 16B.
Hope the delay isnt 1 or two weeka
I know, right?
Hoy hoy very funny
-_-
Meester tweester you can shut the hell up now.
The vibration makes perfect sense to me.
Imagine sitting in a wagon and holding a stick. You can push yourself forward with the stick by pushing it into the ground. Then you can pull it back along the ground, before pushing again. It takes minimal effort.
If your range of motion is limited, the best way to speed things up is to repeat this process at a faster speed.
You could also see the "Nano HEXBUG" with a simple google search. It demonstrates this concept very well.
I was already wondering how S60 moved forward :D
I love the twitchiness. It's unglamourous, but clearly very efficient.
"That sounds confusing, so lets simplify it a little" proceeds to make it 10x more complicated
I like the format. Also it's also hilarious of you to say you were going to make things simplified, and then go on to spend considerably more time explaining the "simpler" system.
If you really pay attention, the twitching creatures actually act like an engine. One of the nodes acts like a crank shaft and the others act like the combustion chambers with the muscles being a piston. All the nodes alternate pushing and pulling, and since they are pushing and pulling so fast the crankshaft node goes back and forth, the more in sync the pistons are the more efficiently the crankshaft node goes back and forth making the creature move forward.
really like the new format :) good news for you, i am slowly getting addicted to your videos :))) and this time i wont regret getting addicted!
That was so cool. I loved how this time there were new creatures appearing and pluralities being taken over. Such diversity! Also 73 is my favourite number so it's pretty cool that they did the best.
You should try the Evolution Simulator with 500 groups of two creatures where one is on the left and the other on the right and which ever one moves more in the direction that is towards their opponment survives and the other one dies, basically Evolution Simulator with Wrestling. That might bring upon some cool strategies!
That graph ends up looking like a really nice sketch of some sort of underground cave landscape or something like that. I think it looks really cool.
I love it when diffrent things take over
You gotta put this on steam or make it an app, it would draw in a lot of money and help get people interested in biology and programming!
now we're talking! this is way better than the previous creatures.
In this case, twitching is the most effective way to move across a surface. The problem is that, for more complex structures to form, the early forms of those structures must present some use to keep the creature to survive. But because distance is the only way to survive, they can only evolve with what simple mechanics they start out with. In real life there are many things that go into survival, and so multiple different things are needed for the creature to survive, so it develops multiple different parts for each task, and only in that scenario will more complex structures arise. Some structures can mutate to also help with other tasks.
The whole point is that for complex structures to arise, they must be evolved from other structures that had/has a different purpose(s). There are two things you could that will potentially fix the problem you are having: either make it so that there are multiple roles for these creatures to accomplish (distance is not the only factor), or add some sort of sense to them (make it so that they can react to different conditions like their orientation, position, or whether or not a node is touching the ground).
But mainly having multiple roles will work. Keep in mind that, before creatures could walk, they swam.
Your videos about your evolution simulator are just superb!
damn i stumbled upon your videos yesterday night , and today i think a lot about evolution watching your video. Food for thought.
Awww, I loved those twitching creatures. It's a great way to move.
Cool idea ,just 3 things you might want to concider:
1.Dude!, hide the nurons, we can't see shit! No but seriusly, consider showing only the muscles and nodes or at least add the option for that. The nurons, while being importent in the computation process, add little understanding when it comes to see them moving.
2. I don't know if that was the idea, but the way you wrote it is making the creatures add nodes in order to do more advanced computation. That explains why the size of nodes and muscles always increase! I suggest you to make "Ghost Nodes" that contain information but have no physical effect on the creature.
3. Just in case the banning of the twiching doesn't work, try making the muscles change only after a certain number of clock cycles. That way the nurons can do complex computation as fast as possible while the muscles work slowly.
Hope this helps, keep up the evlution simulators!
The message at the end actually scared me because i was in bed about to fall asleep and suddenly there was cary talking to me about pistons.
Computer: I am the god of math
Cary: let’s see how computer learns to do math!
Computer: *bruh*
2:00 Anyone else notice 2,763 is exactly the number of miles to Yoyleland? (along with every other mention of the number 2,763 in TWOW videos...)
And BFB 14 has 2 times that number appears
I like the format, keep up the great work!
I love the concept and would love to see if it has been further developed!
How about a full blown evolution simulator with predator and prey
I'd like to see a node-by-node analysis of the S73 and S74, how they run, and how that muscle made such a huge difference.
I like that here the populations of the various species change a lot, and there is no dominant species that stays dominant for more than a few generations, unlike the previous sims, with s33 or s45 taking the lead forever
I think it relates to an engines piston.
That twitching motion regulated by the synapses and all parameters in very high yet perfectly controlled
frequencies is what drives our engines that drive our wheels.
They kind of look like sliding cars ^^
I like this evolution, it seems more random and realistic.
the survival/death gradient is just a diagonal inverse. You can tell at 6:50 when the top right one is missing, but the bottom left one isn't.
I could watch these for hours.
I love this. It would be great if you made a full-featured, highly customizable game around this concept. It would make you rich.
carykh, there is a very simple way to discourage creatures from twitchy movement. As you mentioned, twitching happens, because muscles receive alternating signals with Nyquist frequency, making them twitch between 0.5 and 1,5 length every frame. Firt thing that came to my mind is to add a simple low-pass filter to each muscles input. For example:
Y[0]= X[0]*0.01+Y[1]*0.99 // Y[1] is previous output value from the filter, so the code would look like: y=x*0.01+y*0.99
With this filter in, the amplitude of fast-alternating signal will be reduced significantly, while slower changing/longer sustaining signals will be encouraged.
When you realize that when the evolution was based off of contraction of nodes you get more animalistic forms of movement but when you put in math they start shuffling along the ground, almost like..
Cars?
Watching the evolution of the evolution simulator is as thrilling as always!
Also, not gonna lie, I prefer your stream of thought videos to the scripted stuff.
Petition for Cary to reference this in BFDIA/TPOT
I love the new format of the video!
This is so cool to watch. Thanks for making these.
"Nodes are too complicated... let's add convoluted complex math!"
Imagine leaving it overnight and by the morning they have created a new type of math
this is what minutephysics would look like if a toddler would film it instead of a tripod
i like to get high and watch your videos, im not even into computery stuff, these videos are really good
8:22 You do understand, that those twitching things resemble a lot like human myokines, which make muscles contract? Twitching is an integral part of moving around. It's just invisible to the eye.
The twitching you described is a byproduct of allowing muscles and nodes to pass thru one another as if they were freaking ghosts. You will begin to see more elegant movement if the structures of the creatures occupy physical space. Arcing motion, which i imagine as elegant, emerges when nodes bump. Otherwise the shortest path will always be in the same dimension.
Yikes, this relates more to your other evolutionary algors, especially your vid w hurdles. But all the same, love these. Reminds me of my intro into collegiate comp sci.
if you dont like spasmy creatures, one thing you could do is switching the muscles for bones, and what makes them move is a motor in the nodes, that can have a positive or negative value (clock-wise and anti clock-wise). You could make so the motors have limited rotation (for example we cant rotate our feet 360°, lol) so that the creatures dont evolute to just wheels. Also make the bones have variable lengths (just like our leg-foot system).
I can't be the only one making car noises when he's showing the best creature.
Man you work is simply incledible. New sub
Evolution is great till your divide by zero.
Nice work!
You know, every time someone says "It's confusing" talking about evolution, programming, etc. I think "No, it's really simple"
Carykh: reinforcing the stereotype of smart asians video by video
I think a feature where a creature is shown stretched out, would really help when trying to understand them, since now they are much more complex
nice new idea with the axons :)
i would recomend to add energy consumption for the creatures
either a fix value or as food after every meter like in "Hill climb" - for every cm of muscle movement they waste a given amount of their energy
that will hopefully teach them to move effective instead of much ...
It feels so satisfying wathcing these Evolution Creatures videos.
Please don't do live voice recording it's better when you record later and then edit the videos with the music and voice.
You should definitely try these ideas:
1.Bird-like creatures flying/gliding off a cliff.
2.Putting walls on both sides in the vertically jumping creatures video.
3.Step climbing creatures with the old Muscles, Node and Friction system.
3.A ball/wheel like creature going right on plain suface or inclinded gradient.
4.Give specific animal like shape to you creatures and mimic their motion for moving forward.
5.3d models of running creature.(THIS WOULD BE EPIC!!!)
Try doing race/relay race between various creatures or fight between various creatures (you can figure out the rules).
AND PLEASE DONT STOP MAKING THESE VIDEOS THEY ARE AWESOME. : )
AWESOME. Now each creature should have a limited life spans and multiple localized races that clash every so often as tribes meet for the first time!
Love the new format
Twitching to move would take slot of energy. If we just twitched our ankles really really fast, we might move forward at a decent pace, but it would take waaaay more energy. Maybe give each animal a set amount of "energy" that was decreased by the difference in distance of a muscle growing + a constant. It would give a benefit to having long, planned strides.
The creatures went from twitchlords to straight-up motorcycles.
I have a feeling, that this is really big thing, and i'm lucky to witness it...
Wow, I have no idea how this works, but it's a genius way to give an incentive to create larger creatures. Seriously, all of my other suggestions are basically useless now! One thing I would like to ask is if we could please have the link to this version to play around with on our own. Thanks for the incredible content!
i have a suggestion:
once a creature becomes 5 generations old, it will slide every generation 1 row in the "sorting thing" down, so they wont live that long, or sth like that
The first generation's worst creature was quite interesting and was moving along the ground with all nodes on it.
Damn, just as I was finishing my own simulator - that's really nice, I'll have to implement something like this into mine.
BTW, if you're curious, in my simulation, out of two simulations I've ran with 1000 generations and 10'000 specimens per generation as of now S7 has won twice (unfortunately computer crashed before second simulation finished, at about 800 generations) and S5 seems to be winning this third time (though S6 is giving it some serious competition!) (in my simulation muscles are always maximized, since it was easier to write that way).
Update as I was writing this: S6 seems to have beaten S5 just as I started writing this. Initially S5 had a majority of about 9800 members, but then something happened and S6 jumped to replace S5 at 9750 members. The fitness also jumped from ~75 meters to 102 meters. Pretty interesting stuff.
would you mind sharing your code? i would love to play with it [have only old version which is buggy]
qu4ku It's already on github here: github.com/StelarCF/genetic_test
It's written in rust, so you'll have to install rustc and cargo - should work with any version of them after 1.0
It has no graphical component yet, so that might be an issue for now.
8:50 The extra notes allow for more calculations to be made. More calculations makes better and more precise movements.