Found a really neat game called "Evolution". Despite the name it's actually about designing creatures and then watching them attempt to learn how to walk, jump, or climb stairs (through genetic machine learning algorithms I guess). It's pretty fun for how much it's just watching them flail around and grind their face into the floor.
When do they learn to immediately kill shady individuals that say "don't worry about usury"?
Isaac Sanchez
Nice try skynet.
Benjamin Sanchez
>(((evolution))) when will these shitty commie memes die out?
Liam Phillips
There is nothing to fear goyim
Ryder Ross
There was already a game like this but in 3D, it's called 3DVCE or something
Jackson Thomas
That's actual evolution- this is just AI learning to move with creatures you make. Like vid related, but 2D. If someone can find something like this in 3D that would be fucking sweet though.
Jayden Lewis
fuck me
Gavin Williams
Git gud faget.
Jaxson Howard
Gen 20 at 1:13 is a slut
Isaac Turner
Git gud faget
Easton Turner
How do you get it to show those stats?
Wyatt Peterson
Click the little window in the top right after the first generation
Well gave up on the rocket. But the master race is very good at moving. Also how can see all that "fitness" shit?
Jacob Richardson
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Lucas Rogers
Thank you. You will be happy to know the Master Race is improving quite well.
Noah Garcia
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John Rivera
from just read this OP this seems like sodaconstructor, but better
Gabriel Davis
i made a septagon out of bones and connected every bone to every other bone with muscles
Joshua Watson
I guess no matter how smart it gets, the body has limitations.
Brody Edwards
LOL
Camden Sullivan
Biofag here. There needs to be more evolution simulators.
Benjamin Ward
This is the same principle, except only the brain evolves.
Wyatt Smith
man where does the time go when you stare at this just look at them goooooooooooo
how do you get the extra information to show up on the left side, if at all?
Jeremiah Howard
Cell Lab is much better.
Nathan Watson
Do a fucking cartwheel you asshole.
Logan Cruz
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Elijah Butler
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Aaron Parker
It's time?
Oliver Peterson
I wish this game had something beside joints. Everything I make is a floppy jellyfish.
Caleb Mitchell
Yeah, something like articulate joints a la shoulder or knee could be a good step :^} forward Anyway, Gondola is improving, still not coordinate enough to last more then 10m on 2 feets
Angel Jones
wheeeeeeee
Asher Ortiz
i finally made something that rolls
Ryder Ward
It is time
Asher Hughes
Great, now just speed the footage up and put some background music.
Dominic Smith
my mecha cheetah just keels over and dies wat do i really don't think this is gonna work with anything remotely complicated
William Diaz
Reduce weight.
Adrian Taylor
easier said than done this is already the bare essentials
Owen Lopez
Add more muscle
Nathan Perry
Give it a way to balance itself, like a tail or something.
Luke Watson
Pick two
Joshua Thomas
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Owen Powell
Metal… Gear?!
Aaron Stewart
i think the problem was that it didn't have functioning knees, nothing was stopping it from snapping it's limbs what i'd really like is to have a more fitness goals though. if i could get it to track distance, but also who was closest to the starting height, we'd probably get further a lot faster as it is, in theory it might ventually figure out to how to get up, but it could take thousands of generations, or it might not happen at all
Chase Young
The problem is that the criteria for a "successful" generation seems to just be how far it goes. So if falling down is enough to make it travel a decent distance, it won't learn how to walk.
Ryan Hill
That's not a game you retard.
Colton Williams
Yeah, I put together a fairly complex quadruped and cranked up the neural nodes to 240+ (7 layers, 1/32/32/64/32/32/1). Pic related - there are two legs front and back, just overlapping, and for some portions of the limbs there are two to three bones stacked on one another so that I could attach several layers of muscles to the limbs to compensate for the weight of the construction. Ran it for 70+ generations while sleeping last night (100 per 12 second generation, in batches of 10) and it treated falling forward and then slowly pushing the font half/head across the floor as the most "successful".
Logan Cruz
how is it supposed to extend it's lower legs? isn't the muscle only able to contract/let gravity do it's work?
Oliver Brooks
In real life, yes. But the muscles in this "game" expand as well.
William Bell
Yeah, as the other user said, the 'muscles' in this game are more like some kind of elastic/hydraulic hybrid rather than actual muscles, and can push as well as pull.
Josiah Smith
The game's muscles work like RL muscle pairs, so they can expand or contract.
Elijah Miller
I created a design based on QWOP. I'm going to let it run while I head out and hope that it runs.
Robert Ortiz
You have too many superfluous parts.
Nathan Torres
It was more of a test of how far the learning algorithm can go with a more complex structure (several joints in four legs, flexible "spine", multiple muscle connections), rather than just to make something that can get from point A to point B. Considering the 'Frogger' prebuilt model it comes with, it handles a simple hopper reasonably well. Superfluous was the point.
Brayden Young
or perhaps this body has more potential, even though it's slower to start
Ayden Kelly
I don't think it's meant for four legs, though I added a flexible spine and it's doing well.
Josiah Allen
I suggest making the first and second hind bones longer.
Jace King
They were longer on this one , but it didn't seem to be using them well.
These creations get creepily realistic at times, I'm surprised they don't use this technology for vidya animations.
Brody Jenkins
Literal real-time simulation would probably be too CPU intensive. I guess that's why we have motion capture.
Mason Cook
I'd like to see some AI evolved buildings.
It's either a simple machine-like creature made with one purpose in mind only or an intricate autistic imitation of real-life in hope of recreating realistic movement. It saddens me a bit. Have we and nature reached the pinnacle of limb based movement already?
Aiden Diaz
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Jason Sanders
My fucking monstrosities looks like it came out of an episode of Kill La Kill
Joshua Price
You could put all the animations tied to a skeleton that you could import and convert to the format of your choosing. basically simply give the skeleton a playground and maybe a baseline animation to work with it and then set it to an optimal number of generations. Also throw in hitboxes for stuff like clipping detection.
Bam, complex animations can be churned out quickly and rapidly.
Jonathan Hill
Yeah, generate the animations beforehand rather than in real-time. Like how they used to use pre-rendered 3D before real 3D was feasible.
Colton Gutierrez
That's one of the shortcomings of how the genetic learning seems to work. As soon as the body does something the selection method deems "successful", it will run with that and keep trying to improve on that specific method. So even if you leave the simulation running for like 300 generations the best you'll get is the dumbass creature grinding its face along the ground, because in its first generation the most "successful" movement was rolling forward onto its face (Hey it moved forward!).
I've left a comment for the developer asking if he could add a "keep upright" option for the selection process but no reply yet. I think that would be a really cool addition as it would likely allow complex bipedal humanlike creatures to actually walk.
Jace Long
That's what the mutation rate is supposed to prevent. Maybe it would work better with complex things if you raise it.
Noah Reed
What are you even taking about? Mutation rate defines how much of the neural net of the creatures is scrambled each generation. A mutation rate of 100 therefore would never save any successful behaviours, always remaining entirely random each generation. A mutation rate of 0 will never change the behaviour the creatures begin with. That's why it's defaulted to 50%, so they change a decent amount each generation to develop new behaviour while also having a good chance of saving the successful behaviour.
Elijah Smith
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Christopher Hall
The problem is twofold: the first is that these muscles can contract and PUSH, unlike real muscles. Muscles contract and RELAX. They don't push on things when they relax; that is the job of the extensor muscles on the opposing side of the flexor muscles. For instance: the triceps are extensors– they are located on one side of a joint and EXTEND the forearm away from the ulna. The biceps are FLEXORS– they are located on the opposing side of the joint to the triceps. They FLEX the forearm and bring the bones to be (close to) parallel to the ulna. Second problem: joints have infinite pivot. The joints here are all hinge joints with no upper limit to their radius of movement.
Cooper Perry
Honestly, a "keep upright" concept could be easily implemented by the ability to mark individual joints as 'vital', and if a 'vital' joint ever make contact with the ground for a member of the population, that member cannot be considered for the next generation. Meaning, for a quadruped, one could mark all joints used in the head/body as vital, and all runs where the creature plops down rather than remaining on its feet aren't evolved from, regardless of distance traveled.
Brody Richardson
Not totally sold on the vital joint thing but both of these anons have the right ideas Something like this can't be hard to code, although I guess I'll start emailing the creator anyways, too lazy