Evolution Simulation

01/0

Load scenario

These settings match the running simulation.

"Update simulation" applies the changes and keeps the current creatures. "Restart" starts again from generation 1.

World

On: creatures gain mass by photosynthesis or by eating prey, and spend it every step and when they move, attack or reproduce. They die when it reaches 0. Off: mass never changes, so the Reproduction action never succeeds.

Map

Obstacles and areas. Like the other settings, changes are applied with Update simulation or Restart.

Generations

  • Generational: at the end of each generation the selection method picks the survivors, and the next generation is made of their children.
  • Continuous: creatures carry on from one generation to the next. They are born with the Reproduction action and die of hunger, attacks or old age. A generation is only a time window for the stats.

Neuronal networks

Mutations

Sensors

At least one sensor must stay enabled. Pain, mass, prey and predator sensors are under development.

Actions

At least one action must stay enabled. Photosynthesis, reproduction and attack actions are under development.

Water

Constants

Advanced values of the model. Like the other settings, they are applied with Update simulation or Restart, except the logger ones, which apply at once.

Mass and metabolism

MASS_WATER_TO_MASS_PER_STEP

Water a plant turns into mass in one photosynthesis step, times the action's output.

MASS_AT_BIRTH_PLANT

Birth mass of a plant.

MASS_AT_BIRTH_ATTACK_PLANT

Birth mass of a herbivore.

MASS_AT_BIRTH_ATTACK_ANIMAL

Birth mass of a carnivore.

MASS_AT_BIRTH_ATTACK

Birth mass of the old "attack" genus (no longer used).

MASS_MAX_MULTIPLE_MASS_AT_BIRT

Maximum mass, as a multiple of birth mass.

MASS_BASAL_CONSUMPTION_PER_BRAIN_SIZE

Mass spent per step for each gene, except the primary genes.

MASS_BASAL_CONSUMPTION_PER_BRAIN_PRIMARY

Mass spent per step for each primary gene (Reproduction, and Photosynthesis in plants).

Reproduction

REPRODUCTION_MULTIPLE_MASS_AT_BIRTH

Multiple of birth mass a creature needs to reproduce.

REPRODUCTION_COST_PER_MASS_TRY

Mass lost by a failed reproduction attempt, as a multiple of birth mass.

REPRODUCTION_COST_PER_MASS_DO

Mass lost by reproducing, as a multiple of birth mass.

ACTION_REPRODUCTION_OFFSET

Not used.

Movement

MOVE_MULTIPLE_MASS_AT_BIRTH

Multiple of birth mass a creature needs to move.

MOVE_COST_PER_MASS_TRY

Mass lost by trying to move, as a multiple of birth mass.

MOVE_COST_PER_MASS_DO

Extra mass lost by moving, as a multiple of birth mass.

Attack

ATTACK_COST_PER_MASS_TRY

Mass lost by trying to attack; a lighter creature dies trying.

ATTACK_COST_PER_MASS_DO

Mass lost by a successful attack.

ATTACK_MIN_PREY_MASS_FACTOR

The attacker must weigh at least this many times the prey.

ACTION_ATTACK_OFFSET

Minimum neuron output that triggers the attack actions.

ATTACK_SAME_GENUS

Attackers can eat other species of their genus, never their own species.

Population, selection and sensors

POPULATION_DEFAULT_GENUS

Genus probabilities of generation 1 in Random Fixed Genera (plant, herbivore, carnivore).

POPULATION_DEFAULT_SPECIES

List of {name, genome} as JSON. Not used by any strategy.

GREATEST_DISTANCE_SELECTION_TOP_SURVIVORS

Share of creatures (0 - 1) that Greatest Distance selects.

GREATEST_MASS_SELECTION_TOP_SURVIVORS

Share of creatures (0 - 1) that Greatest Mass selects.

DETECT_RADIUS

Radius, in cells, of the prey sensors.

Map colors

Any CSS color. The map editor shows the changes at once.

colors.obstacle

Color of the obstacles.

colors.reproduction

Color of the reproduction areas.

colors.healing

Color of the health areas that heal.

colors.danger

Color of the health areas that hurt.

colors.spawn

Color of the spawn areas.

Files and simulation code

PRETTIFY_OUTPUT_TO_COPY

Indent the JSON of the simulation copied from the Save tab.

PRETTIFY_OUTPUT_TO_FILE

Indent the JSON of the saved .sim files.

SIM_CODE_LENGTH

Length of the random simulation code made at each Restart.

Logger

These apply at once to the running simulation, as in Tools → Logger.

LOG_ENABLED

Main switch of the logger. Turning it off deletes the log.

LOG_CREATURE_ID

-1 only totals, 0 all creatures, -10 / -30 ids below 10 / 30, else that id.

LOG_STEP_TOTALS

Write the totals of each step, not only of each generation.

LOG_EVENTLOGGER_MAX_EVENTS

The logger stops when it has written this many events.

LOG_LOCALE_STRING

Locale of the numbers in the log (sets the decimal separator).

LOG_ALLOWED_EVENTS
15 of 15 on

Event types the logger writes.