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Create creatures and let them evolve to see how they master various tasks. · By
This seems quite ambitious, but this game simulates just only the half of the evolution process, so how about add a way that evolves any creature, without only evolving its brain, but also evolving its nodes, where they're placed, and possibly mutates a random new bone and muscle even?
Great game! As a begginer in machine learning / deep neural networks, I have a suggestion that I am sure you considered but it's hard to implement in Unity api. It would be nice if you could somehow implement a gpu acceleration method and let it run in the background, without the need to render it ( and obviously scale up the speed of the game to be more efficient ). This would let us train the creatures faster and see the result afterwards. Good luck in the future!
I absolutely adore this game! It would be awesome if one could add antagonistic muscles, for example a triceps with a biceps or the quads with the hamstrings.
A possibility to let your computer (especially the gpu) simulate a bunch of generations in just a few seconds/ much less time. For example i have a gpu that just calculates at the beginning of a generation and that even with only about 40-50 % of its capabilities. However i have to wait till the simulations are over.
Edit: Upss... this was already posted by someone else.
would having a 64bit version improve performance?
I would like two have more control over how to determine fitness. I am not exactly sure of a great way to handle this, but here are 2 scenarios.
1) I was trying to evolve bipedal motion, but the thing keeps following over, then the one that can squirm the best is selected for. I would like to be able to maybe pick a Joint in the creature and stipulate something along the lines of, if this joint drops below a certain vertical height then drastically decrease the fitness of the creature. Hence creating a pressure to select for the creature to stay upright. Also, there are creature that stand upright initially, but they get selected against because following over moves the creature further.
2) When my creature all start hitting 100% fitness, then evolution no longer selects for improvement. For instance I can get 45.63 m/s on Generation 9 and then 12.7 m/s on Generation 57 for the Running Simulation because both produce a fitness of 100%.
Another thing I think may be cool would be to change the fitness equation. For instance, train something to stand upright, then train it to walk, then train it to walk and jump. Instead of having to start at square 1 for each task.
Ability to connect muscles from node to node and node to bone maybe?
i agree
here are some things i would like to see maybe if you like the idea and if it's possible it would be nice if bones were able to curve and bend and if it were possible to place more than one muscle between two bones also place the muscle freely anywhere on the bone and even muscles that begin and end on the same bone i think that could fix creatures not working
i love your Evolution simulator it's super awesome
cool!!
I think it would be really cool if you could rate the creatures one by one instead of the simulation rating them by a certain thing. Then you could evolve your creature to do more specific things instead of having a few monetary options. Also, there should be a option to make sure that the crautures never just stop moving, because some of them do that and it is really annoying when they evolve to just fall forward and do nothing.
I love the Idea of having stamina and having to find the most efficient way to run. If that ever gets added I think that if you also put in the option to let the creatures get hurt, then they would have to run with slamming any limbs into the ground because that would hurt their stamina. That would be really cool.
I saw the option to pay for the simulator and I wish I could because it’s amazing but I can’t. I know this sounds really weird but if you added an option in the pause menu to just watch ads for no reason, just to help with the project, I would do that.
I'm not sure if this has been suggested or not but i think it would be great if we could manually pick which AI we wanted to continue to the next generation. this way if there's something the person is aiming for that isn't apart of the already established rules they'll still be able to do it.
Add an option during the generation simulations to create a "target speed", basically a speed that the creature has to reach, and can't go higher or lower than it. This might make for more interesting creatures since you can basically simulate the running, walking, and standing versions of the same creature, without having to add anything else. I got this idea from this video, the "target speed" shows up at the bottom at the 1:30 mark.
This idea would also work better with somekind of stamina system, so that, too
Add rigid bones, basically bones that can't bend
Ability to change individual bone's weight
Let us be able to select a parent from all the best from each gen so we can have a "little" more control.
Please make it so that we can train a creature and take the evolved creature into a different simulation. For example, you could train something to run and then take the evolved running creature and see how good it can climb. That would be really cool
So i have been thinking of a way to implement the "choose the best creatures" idea and i think it would be cool if you just got to give the creature a score. The score could be any number, but the higher the score, the better. You could use the same programming as deciding who was best in running, but just plug in the users score instead of distance. The creatures will still try to evolve to get a higher score even though the goal could change. It would be amazing if you put that in. By the way this is probably the coolest simulator i
Ability to change the incline of the stairs in climbing mode
Ability to recolor bones, nodes, and muscles to make it easier to see groups and parts in a complex creation