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dies in the sense machine gets hung or all boids vanish?

EDIT: also pushed some fixes in params (allow offsprings at larger distance, etc), but basically if the boids don't end up closer, they won't reproduce and the population dies so play with that and lmk


Noticed that all the boids lifetime seems to be the same, so you go from "a flock" to "nothing" very quickly if the lifetime been hit. What I've done before with "crowd simulations" like these, is add another params, something like "random lifetime interval" where if set to say 100, it'll set the actual lifetime to be randomly chosen between $LIFETIME - 100 and $LIFETIME + 100, so things die a bit less predictable. Helps stabilize the simulations too when you're doing reproduction too.


yes had the same idea but applied that by doing randomization in age: floor(random(0, this.lifespan))

for me its not vanishing suddenly, so not sure how to reproduce now


Boids vanishing


thanks!


oh nice, webGPU thing should learn sometime!


oh, so i wasn't really aware that there was a original boid sim (I will check it today). mostly I saw it on some other demos and I wanted to add this behaviour of signaling boids which are far away + color code based on genome + do a simple cross-mutate. and yes you are right about fitness func.

Beyond this i was trying to add a map which effects their movement. (if you wanna check how it looks - https://x.com/attentionmech/status/1925690991555531143)


hey thanks! color is coming from genome (check brightColorFromGenome)! nice suggestions, will definitely try to incorporate some of them.


yes this only.


fixed it. lowered the values and clipped.


so, i just used them like conceptually..

each boid has a string, when boids come close , they produce a offspring with mixed string + mutation age lets boids die too

nothing fancy, just for sake of sim


I was playing around, and inspected the boid count control to see if I might manually update it and see what unreasonably large and small populations look like. I saw the connected callback triggered updateProperty. Running updateProperty("boidCount", 10) in the console yielded a field with 10 boids, as expected, but apparently it doesn't update something else the natural code would, as as soon as two of the boids collided, a humongous explosion of boids occurred, like a firework.


working on this lately, would love any feature request/ feedback


why we care about biological pain so much is because we know - we ourselves feel it. everyone has felt how miserable it makes them. For AI, one way to see these experiments is at some point it will help us know or atleast have the right tools at the right time -> to discover if such empathy needs to be extended to AI systems.

So my suggestion to OP is what you are doing today will help us give these systems the right treatment someday when they will qualify for it.


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